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[BTS] WORLD MAP 1000AD Deity Inca

Discussion in 'Civ4 - Strategy & Tips' started by Tood, Aug 2, 2020.

  1. Tood

    Tood Chieftain

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    This is a playthrough of the World Map1000AD (BtS) scenario. This was a request by
    insaneweasel1 in youtube comments (Lain's) a while ago so I decided to take up the challange.
    I do have a lot of experience with the map and won on deity with most leaders except Mansa and Huyana.
    This is my 3rd attempt with the Inca using espionage strategy.


    Settings: No huts, no events, rest is standard

    Spoiler :

    Turn1.png
     
    Last edited: Aug 3, 2020
    drewisfat and lymond like this.
  2. Tood

    Tood Chieftain

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    There are a couple of things you want to do in the first/second turn. In the first turn switch civics to bureacracy because you will settle on the second turn so the anarchy doesn't affect you.
    Second of all, don't settle in place! Go for the dessert tiles south and north because that will make your corns wet, remember you start with CS and +2 food is very important in the beggining.
    Also, your 3x workers should be on the corn near your capitol.

    I start with the wheel as my first tech, you can also go sailing it doesn't matter

    Spoiler :
    Turn2.png
     
    Last edited: Aug 3, 2020
  3. Tood

    Tood Chieftain

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    Unfortunately, early game micro is really important and there is very little room for mistakes. Below you can see that I'm doing the most I can with my workers, 2 of them are working on the other corn after helping with the plain farm to spread irrigation into the second city.
    The 3rd worker finished farming the plain tile and is now sitting on the gold because next turn I will get a border pop in Cuzco and can start working the financial gold + bureau bonus sooner

    Spoiler :
    Turn5.png
     
    Last edited: Aug 3, 2020
  4. lymond

    lymond Rise Up! (Phoenix Style!) Hall of Fame Staff

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    Will be fun to watch.

    Please note it's preferable to have your pics in spoiler tags for page loading reasons. Spoiler tag option is located under the drop down list 5 buttons from the right (next to the button with the camera looking icon).

    or use the tags themselves

    [*spoiler] ....[*/spoiler]

    (remove asterisks which were used to disable the tags so you could see them)
     
  5. Tood

    Tood Chieftain

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    Turn 15, I have finished sailing and start on a galley asap in Cuzco, Tiwanaku is on settler which should fill the entire land I can grab without galleys.
    I'm on 29 beakers already and next is pottery for the terraces, a very key tech in our strategy. We will not use caste for borders beucase I don't want to pollute my cities with GAs. Also, slavery is key as well until later in the game.
    Spoiler :
    Turn15.png

    A bit of an update on turn 24. I whipped the settler at size 2 in Tiwanaku and settled Machu Picchu north. This gets me access to dye instatly and more food which I will definately use for more whipping. The 3 city core is getting the infrastructure it needs (terrace/lighthouse) and basically from now on we will focus solely on settling the continent and getting some Great Spy points.

    Spoiler :
    Turn23.1.png


    Also on turn 24 my first explorers reach into the continent
    Spoiler :

    Turn23.png
     
    Last edited: Aug 2, 2020
  6. Tood

    Tood Chieftain

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    Turn 30, I am 1 turn away from IW, also my workers are done with the mainland so I send them north to clear out some jungle in advance.

    Spoiler :
    Turn30n.png


    6 turns later I'm almost ready with my infrastructure and start aggresively building settlers/archers & quechas

    Because of previous games where I had to deal with barbarian maceman, I decide to take the safe route and invest in feudalism. My other option was metal casting for the cheap forges but sadly a maceman can chew through my entire empire even if I hook up the copper I have in my mainland.

    Spoiler :

    Turn36.png


    My first settle on the continent will be north, for the 3 resource cluster. Also, this will be my first double-food spot and a great long-term city. Maybe I sacrificed a bit to much for the corn and it would have been better to settle with crab/gold in the first ring but this is how I played it.
    Next I settle in the south for the crab/deer, another double-food with some production potential. This will be very important for the southern area development.
    On turn 45 these are my new cities:
    Spoiler :

    Turn45n.png
    Turn45s.png
     
    Last edited: Aug 2, 2020
  7. Tood

    Tood Chieftain

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    Now the real challanges start, and the first one is dealing with the barbs. This is a huge continent and barbs have horse archers, longbows, swords and we have to fight with lower tier troops(archers & quechas). The first horse archer appears right when I want to get my second city in southern area but fortunately my archer on a hill, behind a river survived.


    Spoiler :

    Turn56s.png Turn58s.png


    Just a turn later we have first contact. By the way, I decided to avoid meeting Montezuma before meeting other AI's just in case he felt like plotting for no reason like Monty does.

    Spoiler :

    Turn59firstcontact.png

    Also, managed to finish every building in my mainland including 1 courthouse in Cuzco. This is the beggining of the Great Spy farming.

    Turn60firstspy.png

    The northern side has been neglected a bit because the real core cities with massive food for expansion are in south (Argentina). However, a longbow appears out of nowhere but I'm ready to deal with him. 5 vs 1, I lose only 1 in the process
    Turn67fivetoone.png
     
    Last edited: Aug 2, 2020
  8. lymond

    lymond Rise Up! (Phoenix Style!) Hall of Fame Staff

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    why don't you just spawnbust the continent with a few Qs?

    Yeah, that city in the North is just too horrible for too long. Seems better to settle 3E of there and then back settle later. Cities can share corn, but first city has the food.
     
  9. Tood

    Tood Chieftain

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    Barbs keep giving me trouble but I deal with them and continue expanding.

    Spoiler :

    Turn73n.png Turn73s.png

    And it takes about 10 turns from here to completely spawn-proof the continent, I also finish settling the first wave and now I'm letting some land up for grabs because we need one European AI to settle our continent. The markers are merely a guide for the late-game setup
    Finished up Feudalism which turns out I didn't need (better safe than sorry). Next is Alpha to unlock spies
    Turn 85 Overview with:
    Turn85.png Turn85r.png
     
  10. Tood

    Tood Chieftain

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    I tried with Qs but it just doesn't work on deity, random axe or sword will take them out 1 by 1. The city in the north definately not great
     
  11. Tood

    Tood Chieftain

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    Got my first GS but there is still no Civ I can steal from right now. Finished expanding and just focusing on infrastructure. Courthouses become mandatory so I can run some spies until Nationalism.

    I also decided I go with a farm based economy which means not even 1 single cottage has been built (I regret not cottaging the tile SE from Cuzco in handsight)
    Spoiler :

    Turn94firstGS.png

    Turn 100 comes up with Saladin, one of the last power of the old world I still haven't met. Also, note I'm barely able to tech Metal Casting and the English are on Steel.
    Turn100A.png

    I also sent my GS into Monty territory just to check things out and see if anyone settled anywhere in Americas. I was beggining to think they wouldn't settle for a long time and ruin my game
    Turn100Scout.png

    A few turns pass though and I haven't even noticed Lizzie has put a city on my continent into the perfect location. That also prompts me to start settling the rest of continent or I'm gonna lose it.
    My GS turns back and heads for hastings and I start training some spies

    Turn106Fisrt settle.png
    Turn106Domestic.png
     
  12. lymond

    lymond Rise Up! (Phoenix Style!) Hall of Fame Staff

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    Not sure timings of more advanced units here, but once galley built send everything over. Don't need units in your city for quite some time. A unit spawns a 5X5 tile area so a few Qs will spawn bust a lot of land.

    That barb warrior standing on the hut...he is actually spawnbusting.
     
  13. Tood

    Tood Chieftain

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    The game is already played but I'm kind of tired right now so I'll post the rest tomorrow! Cheers
     
  14. Tood

    Tood Chieftain

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    So after the first 100 turns we have:
    11 cities (almost with complete infrastructure: terrace/forge/lighthouse/courthouse)
    We met most civs (the important ones)
    We got our first Great Spy (and we continue to run spies everywhere we can)
    England has settled on our continent

    We produce 3 more settlers that are supposed to block the rest of the land. I switch to spies full time quickly after.
    And since we know the location where we want to steal from, I decide to move my capitol as close as possible (where I can also chop it and get it in a timely fashion)
    Spoiler :

    Turn113Domestic.png

    As I settle my jungle a world war starts in Europe which makes me pretty happy. This would keep them busy until I can catch up a bit in tech.
    I'm also building roads in England's territory and setup a way-point in Nasca for my spies

    Turn113WW1.png
     
    Last edited: Aug 3, 2020
  15. Tood

    Tood Chieftain

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    I complete my Palace and move my Capitol to Ica. This is fairly close to Hastings and should get me some extra bonuses. Sadly I don't have Christianity in any of my cities for the shared religion bonus but Lizzie likes Free religion anyway so it's not that important.
    By the way, I am aware my capitol looks bad but this is not a bureau capitol, once I steal Nationalism I will switch into Nationhood for the rest of the game
    Spoiler :

    Turn118Palace.png

    The diplo situation is pretty straight-forward in this game. Worth to note I usually give in on AI demands, even to Saladin (my World map is not worth that much anyway so I don't get -diplo with the other AIs) Try to maintain peace and don't get involved in diplo for as long as possible. Trade with civs that don't have worst enemies. This lowers the demands for embargo so you don't get -1 every time they ask for something. That being said they will still demand it but not as much
    Turn119Demand.png
     
  16. Tood

    Tood Chieftain

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    As I prepare for my first tech stealing, a few spies got caught. I also start on FP in the northern city. This will help me with my economy until Communism and also a few extra spy-point won't hurt.
    I get my first big techs and I'm ready to make the switch
    Turn 127 is probably the most important so far, we get a lot done
    Spoiler :

    Turn126Steal.png
    Turn127success.png
    Turn127Nationalism.png
    Turn127points.png

    And we actually still have points on Lizzie, which is awesome because Constitution is next. The fact that I put all my points on her from the beggining paid-off but it was also lucky that she was the one settling my continent. Also, we have ~300 spy points every turn before the switch to Nationhood, only from courthouses, specialists and running the slider.

    Turn127revolution.png
     
  17. Tood

    Tood Chieftain

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    So you probably guessed what happens next, we use our last points to get Constitution and queue jails everywhere. Remember we're using 100% farm/mines economy, so I'm going to run spy specialists everywhere.
    Spoiler :

    Turn129Const1.png

    Next turn I whip everywhere (I let my cities grow big so I have enough pop to whip asap)

    Turn130Masswhip.png

    Now, I micro all my cities to run spy specialist

    Turn131Specialist.png

    Which doubles my esp output in just a few turns. We're up to ~600 at 100% but obviously my economy can't sustain that right now.

    Turn131Specialist1.png
     
  18. Tood

    Tood Chieftain

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    The next following turns we did some tech trading with backwards Monty. I only trade for stuff I actually need and is fairly expensive so I don't run into "we fear you becoming too advanced"
    Also, my second GS was born in Huamanga and I send him straight to Hastings

    Spoiler :

    Turn132Trade.png Turn140Trade.png
    So turn 149 we got Democracy, Education, Astronomy
    Unfortunately Astronomy is not as useful right now because I can't get hold of a world map and I'm too busy building right now. In handsight I should've build a few caravels and explore (I got ~+400 when I actually got the map later)
    Turn149Education.png
     
  19. Tood

    Tood Chieftain

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    Just a few turns later I get my 3rd GS which is enough to get Communism. I'm building Security Bureau as well in my double-food cities where I can work the extra spies. They will evetually pay-off even though in a normal game you don't need them. Intelligence Agencies are however a priority because of the +50% bonus.

    Spoiler :

    Turn150Overview.png Turn152GSPYthe3rd.png
    In the old world another big war starts, this time Saladin attacks Russia
    Turn152WW2.png
     
  20. Tood

    Tood Chieftain

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    After Communism and IA, I go straight to Biology for the better farms, this way I can work tons of specialists, we're also waiting on our next Great person for a golden age where I will finally switch out of slavery and go into caste.
    Spoiler :

    Turn154SM.png
    Turn164Biology.png Turn164Domestic.png

    A big thing though is checking the Victory screen and see if anyone is going culture... We have about 60 turns to deal with that or we're going to lose to Louis

    Turn168Culture.png
     

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